Hello, my name is Odin(Reborn) and you're wrong about the Quick-Fix. You might be asking yourself, "Pffsh, you're just another scrub that has no idea what he's talking about, no overheal means the Quick-Fix always suck." Let me take it point-by-point.

First off, I am not just 'some scrub'. I main Medic. For everything. I won't bother linking to my profile since you can just click my name and find it very easily. But, if you're honestly too lazy, I'll sum it up for you:

I can't state enough that I main Medic.

I have several hundred hours as Medic.

I used to play TF2 on the Xbox 360, which I had at least 300 Medic hours on that.

I have used the Quick-Fix longer than anyone else in the entire game.

That last bullet might be a bit confusing, so let me clarify. I've used the Quick-Fix longer than anyone else in the entire game. And no, I don't just mean because of my Quick-Fix though I guess that certainly helps my case. (Hopefully that link works properly for those not viewing this through Steam) No, I've been using the Quick-Fix since the very day it came out. In fact, I've used the Quick-Fix since the beta way back in February 2011. (Note that Replays were not made available until March 2011). From August 2008 to June 2011, I used nothing but the Kritzkrieg. From June 2011 to now, I've used nothing but the Quick-Fix. And I don't mean I switched on and off, I mean that I only used those respective weapons. My other screenshots are proof of this.

So, we've established that I've used the Quick-Fix a lot and I play Medic a lot, but first, a lot of words on theoretical thinking.

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Let's get this out of the way right now, and it's something you're going to have to come to terms with: You cannot argue the strengths and weaknesses of something based solely on theoretical posturing. This game, and most games, simply don't work like that. No matter how good you think you are, you cannot possibly account for every variable that happens in-game. If you could, you would be known as an aimbotter. Making your conclusions with a thereotical situation as your argument is a flawed outcome because not only can't you simply strip the game down to the bare numbers and have it be pertinent up above in the actual game, but you're getting a conclusion based on a scenario you made up.

"If you don't have overheal then when you rollout to mid then you'll lose because the Quick-Fix doesn't have overheal!"

B-...Based on what? What are you basing your conclusion on in this made-up situation? Are you basing it on the health difference alone? In that case, my team is full of Heavies, so I should win because I'll have more health than you, and therefore, win. Okay, let's assume that we're both using the same classes and we're both equal in skill, then I should lose right? Well, unless you're omniscient and can account for every single projectile and 'bullet' and know how much each one does at exactly what time, then no. The problem with the whole "equal in skill" line of thinking is that it assumes that both sides will do the same exact thing since they are "equal." However, being equal in skill does not exist in real life. Equality in terms of skill is purely a hypothetical. Afterall, that's the whole reason why there are winners and losers in sports, games, etc.

Unless you purposefully think up of a scenario in which both sides do the same exact thing and map out what damage is being done when, then you can't possibly know. You are using the hypothetical scenario to make a point such that any counter-point can't be made because you've restricted everything within the confines of your scenario.

"A Kritzed pair will always lose against a stock uber pair."

Well...yeah...assuming both parties just stand still. Why wouldn't the Kritzed pair run? What if the Kritz pair gets away and the stock uber then runs out, how do you know they're still going to lose? What map are they on? What classes are the patients? How are they moving relative to each other? Shouldn't the Kritz Medic have the uber first since he has a faster charge rate? etc, etc.

There is no such thing as an 'ideal condition' because the ideal condition doesn't exist in the game. It exists only in the realm of ponderings and theoretical thinking. This is why competitive play tries its best to strip out all randomness, to get as close as possible to that ideal condition. Even then, it's impossible. The sheer act of things like movement and aiming ensure that certainty will never be a possibility, regardless of if you remove damage spread, random critical hits, and spread patterns.

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It sucks because it doesn't have overheal

Okay, I spent way, way too much time talking about non-Medic related stuff, so in order to keep my post within the wordcount limit, I'll keep this brief.

Overheal is not the grand decider you think it is. Games are not won and lost based on who had the most overheal. Is overheal good? Of course. Does it determine who wins and loses? No. What you have to understand is that the overheal is offset by the fact that a Quick-Fix patient can outlast any medigun. The ability to almost always stay in the fight is what sets itself apart. Again, this argument is coming from one of the two (Medic or Patient) being bad. This argument is also thrown willy-nilly and is based around that whole hypothetical spiel I gave earlier.

You have to play to the weapon's strengths, which is the increased heal rate and the increased ubercharge rate and use it to your advantage. It doesn't matter what medigun you're using, you're going to die if you just stand out in the open and try to tank everything imaginable.

Does the Kritzkrieg suck because its ubercharge is entirely reliant on the skill of the patient?Does the stock Medigun suck because the effectiveness of its ubercharge is reliant on both time management and the Medic needing to know exactly when and when not to use it?

It sucks because the uber sucks!

The ability to not get knocked back is huge. (Right now, it still has a minor bug where a FaN Scout can still knock back) The ability to capture points and flags while ubered and not being able to be stopped is great, and the healing aspect is great too. The uber heals at around 100 HP a second. "But Odin! You can get burst damaged, making it useless!" Again, yeah, the uber is useless if the patient just stands there with his mouth open and gets pelted by everything imaginable. Then again, it wouldn't matter what medigun you're using if the patient is that bad. If you actually use your WASD keys and move, any split second of not taking damage means that the patient is completely healed.

99% of the time, the problem lies with the Medic being bad or the patient being bad, not the uber being bad. Most people still don't know how to utilize the Quick-Fix uber properly. If you try to treat all ubers the same, you're not going to get the desired results. Yes, the Quick-Fix can take down a sentry gun just as good as a stock Medigun. The fact that you can't be knocked back by it means that sentry guns that are further away are less of a problem than for the stock Medigun.

Also, the Quick-Fix charges faster than both the stock Medigun and the Kritzkrieg and can be used in more situations than both of them. Again, you can't treat the Quick-Fix like the stock Medigun and try to hold it the entire match for that one situation. You have to be liberal with using it (But obviously still being smart about it). The ubercharge can take a lot more damage than you think, and can be used to flash heal up to 4 people from red health to full health.

I'll end this here and go from there, I didn't talk about the Quick-Fix (Despite it being a topic entirely about the Quick-Fix) as much as I'd like.

You're using the Quick-Fix wrong if you're pocketing Scouts with it. Scouts don't have the health pool nor a good weapon in order to be a good Medic buddy. Don't assume that because you can move fast with the Quick-Fix that it means that you should be pocketing Scouts.

-clap clap clap- valve give this guy a golden quick fix and a saxxy, he speaks nothing but the truth. I play medic a lot, and the quick fix I believe is the best, it's the medics job to heal after all, you know, to stop people from dying at low health, and the quick fix does it perfectly. Many people alive and fighting is better than one trying to do it by himself. People also should be aware that while the uber is good, you won't live through everything, so if you see 2-5 sentries or heavies, don't run in expecting to live, wait for more people or slowly take them down, if I über, do as much as you can before you die. And if you do die, don't blame the medic, he's done nothing but keep you alive the whole time along with several others, and you're complaining because you died once? Please. And for the love of game, don't ban someone, kick, or rage at someone for using a weapon that keeps people alive and healthy faster than any medi-gun, it's happened to me so many times.

You're using the Quick-Fix wrong if you're pocketing Scouts with it. Scouts don't have the health pool nor a good weapon in order to be a good Medic buddy. Don't assume that because you can move fast with the Quick-Fix that it means that you should be pocketing Scouts.

Agreed, i only-cling- to scouts if A: I need to get to the battle fastB: there is no other players nearby orC: if I use uber to quick grab intel, because trying to destroy everything would take forever. In circumstances yes, but quick fix is not made to be a pocket gun

You're using the Quick-Fix wrong if you're pocketing Scouts with it. Scouts don't have the health pool nor a good weapon in order to be a good Medic buddy. Don't assume that because you can move fast with the Quick-Fix that it means that you should be pocketing Scouts.

Agreed, i only-cling- to scouts if A: I need to get to the battle fastB: there is no other players nearby orC: if I use uber to quick grab intel, because trying to destroy everything would take forever. In circumstances yes, but quick fix is not made to be a pocket gun

Everything but your last sentence is correct. You can pocket with the Quick-Fix, I do it very frequently. Get a good Pyro that knows how to reflect, or a Heavy that knows when to retreat.

You're using the Quick-Fix wrong if you're pocketing Scouts with it. Scouts don't have the health pool nor a good weapon in order to be a good Medic buddy. Don't assume that because you can move fast with the Quick-Fix that it means that you should be pocketing Scouts.

My key word was good scout. I am far from pro I usually only do it if I see a scoot is ripping up the field or going for a quick 2nd cap.

Anyfroot my point was only that i too am a fan of the weapon. Not every time but its far from useless.

Everything but your last sentence is correct. You can pocket with the Quick-Fix, I do it very frequently. Get a good Pyro that knows how to reflect, or a Heavy that knows when to retreat.

Yea, I guess. If they are in the heat of battle, it's good, and Pyro's are always getting hit being up front so I see that. I guess what I meant is that with the QF you shouldn't be following one player the whole round or one certain class, just find a partner/group you feel safe with and heal them. If they die, find someone else fast,

"What you have to understand is that the overheal is offset by the fact that a Quick-Fix patient can outlast any medigun."This isn't true in my experience. An overhealed + Medigun-healed player will always outlast a Quick-Fix-healed player simply because of the lack of overheal

"What you have to understand is that the overheal is offset by the fact that a Quick-Fix patient can outlast any medigun."This isn't true in my experience. An overhealed + Medigun-healed player will always outlast a Quick-Fix-healed player simply because of the lack of overheal

A bad player is a bad player regardless of what he's being healed by. I know that the Quick-Fix can fare just as well as the stock Medigun in a fight.

I've always been using quickfix over Medigun. The quickfix's purpose is in its name. Quick fix. I only use Medigun when item server disconnects. Just overheal taken away in turn of 40% heal rate and other sweet perks is a great deal.

The Vaccinator would be great if the ubercharge properly resisted critical hits like it's supposed to. Right now, it's bugged. To put it simply.

A critical hit is made up of 3 parts: 1 part normal damage and 2 parts Critical damage. When the Vaccinator ubers and is hit by a crit, the Vaccinator only resists 75% of that 1 part of normal damage, while the other 2 parts pass through. Basically what I'm saying is that the Ubercharge resists 25% of a critical hit instead of the proper 75%. For example, a crocket (270 damage) does 202 damage instead of the 63-ish damage it's supposed to do.